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Real-time Sparse Light Field Rendering

Real-time Sparse Light Field Rendering. The success of the original Light Field Rendering technique depends on a high sampling rate of the scene of interest. Several

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Real-time Sparse Light Field Rendering

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  1. Real-time Sparse Light Field Rendering The success of the original Light Field Rendering technique depends on a high sampling rate of the scene of interest. Several extensions have been proposed to reduce the sampling rate by using a priori scene information. We present here a technique, which we refer as Sparse Light Field Rendering, that substantially reduces the number of samples required without using any prior knowledge of the scene. The key insight is to cast the rendering of a new scene as a view-dependent pixel coloring problem, i.e., for each pixel in the synthesized view, we only need to find its most-likely color from a number of candidates colors obtained through epipolar geometry from input images. This color consensus is similar to the photo-consistency check first proposed by Seitz et.al. We however use it directly for view synthesis that brings a number of advantages. Based on this formulation, we further developed a novel use of the graphics hardware for online, real-time view synthesis. Not only our method is fast, but also versatile -- the color consensus can be used to generate a geometric model that can be combined with traditional computer graphics objects. A scheme of SLFR 2 2 1 1 3 3 3 3 1 1 2 2 4 4 5 5 5 4 5 4 This is 48. Contrast between your background and your text matters. Look around the lab and the walls. Grey on Royal (Duke) blue looks pretty good. It does use a lot of ink! This is at 54 point Times New Roman. Sometimes images look better with a dark or light border. Just make a box and move the image over it. The DRAW tools is where the commands for “move to front” etc. are. This is a clip art city on a blue background put over a black box. Ruigang Yang, The Office of the Future Group http://www.cs.unc.edu/~stc

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